Author Topic: Release 1.4.0 notes  (Read 53179 times)

Offline Schwalbe

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Re: Release 1.4.0 notes
« Reply #45 on: March 10, 2015, 08:00:46 am »
Maybe I'm retarded then, cause for me it's the goldfish the easiest to maintain with AI crew.

Offline BlackenedPies

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Re: Release 1.4.0 notes
« Reply #46 on: March 10, 2015, 08:06:15 am »
Put flare guns on the side of a pyra and press f2. It's by far the easiest AI ship

Offline Kamoba

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Re: Release 1.4.0 notes
« Reply #47 on: March 10, 2015, 08:09:32 am »
Goldfish F1, but you rely on pilot spot to keep the gunner AI shooting the right target.
So yes Pyra is easier to AI.

Put a mine launcher on the side and if you have someone join mid match, side mine!
« Last Edit: March 10, 2015, 08:11:58 am by Kamoba »

Offline Indreams

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Re: Release 1.4.0 notes
« Reply #48 on: March 12, 2015, 01:45:14 am »
Never got to comment on 1.4.0 King of the Hill, because I haven't had much tries on it.

I like the King of the Hill balances. It was a good response from Muse.
Its a lot less

     Ring-a-round the pointy,
     A pocket full of minesies,
     Boring! Boring!
     No one falls down.

There is a lot of dynamic and varied tactics, however,...
It seems that, to actually win the match, you need to have the required points as well as the capture point itself. So, simply going after enemy ships is not a valid tactic. I'd like to know whether this was intended or not.

Offline Kamoba

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Re: Release 1.4.0 notes
« Reply #49 on: March 12, 2015, 03:22:21 am »
Never got to comment on 1.4.0 King of the Hill, because I haven't had much tries on it.

I like the King of the Hill balances. It was a good response from Muse.
Its a lot less

     Ring-a-round the pointy,
     A pocket full of minesies,
     Boring! Boring!
     No one falls down.

There is a lot of dynamic and varied tactics, however,...
It seems that, to actually win the match, you need to have the required points as well as the capture point itself. So, simply going after enemy ships is not a valid tactic. I'd like to know whether this was intended or not.


The changes are somewhat controversial...
And I personally find being able to finish a Labyrinth in under five minutes a little bit silly as more time is spent in the lobby.
Same goes for Dusk, come backs are a lot less frequent because the teams defending the point have a much larger advantage now, attackers having less time to co-ordinate an attack together.


Also many (oh so many) people think the points per kill, although interesting in many ways, encourages people to hunt for kills rather than objectives, which although it can be fun, it makes explaining capture point games harder...

"So we capture the point, hold it for five minutes and win."

"Yeah but you get points for kills, so I'll hunt enemies before they get to the point!"
-Self proclaimed hunter proceeds to go off map.-

Me: "Yeah I cant beat both alone I need you support please."

-silence-

"Hello?"

-Tab key-

DC
DC
DC
DC

#truepubmatchstory :(

Offline Schwalbe

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Re: Release 1.4.0 notes
« Reply #50 on: March 12, 2015, 08:16:51 am »

The changes are somewhat controversial...
And I personally find being able to finish a Labyrinth in under five minutes a little bit silly as more time is spent in the lobby.
Same goes for Dusk, come backs are a lot less frequent because the teams defending the point have a much larger advantage now, attackers having less time to co-ordinate an attack together.

Hard to disagree.

BACK IN MY TIMES, ERRHHGHGH, THE LABIRYNTH TOOK THE 10 MINUTES, IF ONLY ENEMIES WERE SCRUBS, BUT IF NOT YOU GOT A REAL, BLLLARALGH, TO SOLVE.

THESE DAYS KIDS, THEY RUSH IN, AND THEY WIN.
AND THEY STILL ARE SCRUBS.
[senileGrandpaModeOff();]

Offline Kamoba

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Re: Release 1.4.0 notes
« Reply #51 on: March 12, 2015, 09:32:45 am »

The changes are somewhat controversial...
And I personally find being able to finish a Labyrinth in under five minutes a little bit silly as more time is spent in the lobby.
Same goes for Dusk, come backs are a lot less frequent because the teams defending the point have a much larger advantage now, attackers having less time to co-ordinate an attack together.

Hard to disagree.

BACK IN MY TIMES, ERRHHGHGH, THE LABIRYNTH TOOK THE 10 MINUTES, IF ONLY ENEMIES WERE SCRUBS, BUT IF NOT YOU GOT A REAL, BLLLARALGH, TO SOLVE.

THESE DAYS KIDS, THEY RUSH IN, AND THEY WIN.
AND THEY STILL ARE SCRUBS.
[senileGrandpaModeOff();]

He knows what I'm talking about! ^